Wildemarch
Wildemarch is a land of fierce, independent nomadic clans living in a region with hot, wet summers and cold, rainy winters. Each clan governs itself, upholding a culture steeped in ancestral worship, nature reverence, and a warrior’s code. The economy is built on raiding, hunting, and trading, with no central authority or formal currency. The fear of sea monsters prevents them from exploring the western ocean, while the threat of Blightspawn has halted their raids into Pateros. United by their shared hardships and traditions, the clans of Wildemarch remain a resilient and formidable people.
Climate The climate is characterized by hot, wet summers and cold, rainy winters. The region experiences heavy rainfall throughout the year, contributing to its dense vegetation. The brutal weather combined with the nomadic nature of the tribes in the region have created a tough and rugged population.
Raiders' Feast: Celebrated after successful raids into the Storm Peaks, where clans gather to share spoils and stories.
Ancestor's Vigil: A solemn event where clans honor their ancestors with rites and sacrifices.
Governing Bodies: None at a national level, but clans may have councils or war leaders.
Law and Order: Maintained by clan customs and traditions. Justice is swift and often harsh, dealt out by the clan’s chieftain or elders.
Hunting and Gathering: The clans rely on hunting game and gathering wild plants for sustenance.
Craftsmanship: Skilled in crafting weapons, tools, and clothing from natural materials.
Bloodfall Ravine: A sacred site where many battles with the orcs have taken place, now a place of reverence and mourning.
Spiritwood Grove: A forested area believed to be inhabited by powerful nature spirits, visited for offering tribute and requesting blessings.
War with the Orcs: The clans have a long history of conflict with the orcs of The Storm Peaks, raiding their lands for resources and territory.
Fear of the Blightspawn: Previously raiding Pateros frequently, the rise of the Blightspawn has instilled fear, leading the clans to avoid Pateros' borders.
Cultural Resilience: Despite external threats and internal strife, Wildemarch has maintained its way of life through strong clan bonds and resilient traditions.
Geography
Location
Wildemarch is situated north of Pateros and south of The Storm Peaks, bordered to the east by The Reach and to the west by the vast ocean. The terrain is a mix of lush forests, fertile plains, and rolling hills.Climate The climate is characterized by hot, wet summers and cold, rainy winters. The region experiences heavy rainfall throughout the year, contributing to its dense vegetation. The brutal weather combined with the nomadic nature of the tribes in the region have created a tough and rugged population.
Capital City
Wildemarch has no capital city, as the nomadic clans do not settle permanently in one place.Major Regions
- Blood Gulch: A large gulch that marks the border with The Storm Peaks, named for the many bloody battles fought for land and resources there.
- Spiritwood Thicket: A dense forest known for its rich wildlife and valuable timber.
- The Red Hills: Rolling hills where many clans set up temporary camps, rich in minerals and small game.
- Krakenshore: The shoreline where the ocean meets the land. The clans avoid this area due to the tales of the Great Kraken that lives in the water.
Culture
Language
Wildetongue, a guttural language with many dialects, shaped by the diverse clans.Religion
The Wildemarch follow a nature-based religion, worshipping the spirits of the land and fearing the wrath of sea monsters. They hold a deep respect for ancestors and the spirits of fallen warriors.Festivals
Summer’s Bounty: A festival celebrating the end of the summer harvest, where clans give thanks to the land spirits.Raiders' Feast: Celebrated after successful raids into the Storm Peaks, where clans gather to share spoils and stories.
Ancestor's Vigil: A solemn event where clans honor their ancestors with rites and sacrifices.
Art and Architecture
Art is expressed through body tattoos, totems, and portable artifacts. Architecture is minimal, focused on yurts and tents that can be quickly assembled and disassembled.Politics
Government Type: Anarchic Clans, with no central authority. Each clan governs itself, led by chieftains or councils of elders.Governing Bodies: None at a national level, but clans may have councils or war leaders.
Law and Order: Maintained by clan customs and traditions. Justice is swift and often harsh, dealt out by the clan’s chieftain or elders.
Economy
Major Industries
Raiding: Raiding is a major economic activity, providing goods and resources that cannot be produced locally.Hunting and Gathering: The clans rely on hunting game and gathering wild plants for sustenance.
Craftsmanship: Skilled in crafting weapons, tools, and clothing from natural materials.
Trade
Limited to inter-clan trade and bartering. Goods are traded based on mutual need and respect.Currency
No formal currency; trade and barter are the primary means of exchange.Notable Locations
The Great Camp: A central meeting place where clans gather for large festivals, trading, and tribal councils.Bloodfall Ravine: A sacred site where many battles with the orcs have taken place, now a place of reverence and mourning.
Spiritwood Grove: A forested area believed to be inhabited by powerful nature spirits, visited for offering tribute and requesting blessings.
History
Founding: Wildemarch has no formal founding, as the clans have roamed the region for centuries, bound by their nomadic traditions.War with the Orcs: The clans have a long history of conflict with the orcs of The Storm Peaks, raiding their lands for resources and territory.
Fear of the Blightspawn: Previously raiding Pateros frequently, the rise of the Blightspawn has instilled fear, leading the clans to avoid Pateros' borders.
Cultural Resilience: Despite external threats and internal strife, Wildemarch has maintained its way of life through strong clan bonds and resilient traditions.
Type
Geopolitical, Nomadic tribe
Government System
Anarchy
Economic System
Barter system
Neighboring Nations
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